#ifndef __gl2_h_
#define __gl2_h_

/* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */

#include <GLES2/gl2platform.h>

#ifdef __cplusplus
extern "C" {
#endif

/*
 * This document is licensed under the SGI Free Software B License Version
 * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
 */

/*-------------------------------------------------------------------------
 * Data type definitions
 *-----------------------------------------------------------------------*/

typedef void GLvoid;
typedef char GLchar;
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef khronos_int8_t GLbyte;
typedef short GLshort;
typedef int GLint;
typedef int GLsizei;
typedef khronos_uint8_t GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef khronos_float_t GLfloat;
typedef khronos_float_t GLclampf;
typedef khronos_int32_t GLfixed;

/* GL types for handling large vertex buffer objects */
typedef khronos_intptr_t GLintptr;
typedef khronos_ssize_t GLsizeiptr;

/* OpenGL ES core versions */
#define GL_ES_VERSION_2_0 1

/* ClearBufferMask */
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_COLOR_BUFFER_BIT 0x00004000

/* Boolean */
#define GL_FALSE 0
#define GL_TRUE 1

/* BeginMode */
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006

/* AlphaFunction (not supported in ES20) */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* BlendingFactorDest */
#define GL_ZERO 0
#define GL_ONE 1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305

/* BlendingFactorSrc */
/*      GL_ZERO */
/*      GL_ONE */
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
/*      GL_SRC_ALPHA */
/*      GL_ONE_MINUS_SRC_ALPHA */
/*      GL_DST_ALPHA */
/*      GL_ONE_MINUS_DST_ALPHA */

/* BlendEquationSeparate */
#define GL_FUNC_ADD 0x8006
#define GL_BLEND_EQUATION 0x8009
#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
#define GL_BLEND_EQUATION_ALPHA 0x883D

/* BlendSubtract */
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B

/* Separate Blend Functions */
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_BLEND_COLOR 0x8005

/* Buffer Objects */
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895

#define GL_STREAM_DRAW 0x88E0
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8

#define GL_BUFFER_SIZE 0x8764
#define GL_BUFFER_USAGE 0x8765

#define GL_CURRENT_VERTEX_ATTRIB 0x8626

/* CullFaceMode */
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408

/* DepthFunction */
/*      GL_NEVER */
/*      GL_LESS */
/*      GL_EQUAL */
/*      GL_LEQUAL */
/*      GL_GREATER */
/*      GL_NOTEQUAL */
/*      GL_GEQUAL */
/*      GL_ALWAYS */

/* EnableCap */
#define GL_TEXTURE_2D 0x0DE1
#define GL_CULL_FACE 0x0B44
#define GL_BLEND 0x0BE2
#define GL_DITHER 0x0BD0
#define GL_STENCIL_TEST 0x0B90
#define GL_DEPTH_TEST 0x0B71
#define GL_SCISSOR_TEST 0x0C11
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#define GL_SAMPLE_COVERAGE 0x80A0

/* ErrorCode */
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505

/* FrontFaceDirection */
#define GL_CW 0x0900
#define GL_CCW 0x0901

/* GetPName */
#define GL_LINE_WIDTH 0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#define GL_VIEWPORT 0x0BA2
#define GL_SCISSOR_BOX 0x0C10
/*      GL_SCISSOR_TEST */
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_ALPHA_BITS 0x0D55
#define GL_DEPTH_BITS 0x0D56
#define GL_STENCIL_BITS 0x0D57
#define GL_POLYGON_OFFSET_UNITS 0x2A00
/*      GL_POLYGON_OFFSET_FILL */
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_SAMPLE_BUFFERS 0x80A8
#define GL_SAMPLES 0x80A9
#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
#define GL_SAMPLE_COVERAGE_INVERT 0x80AB

/* GetTextureParameter */
/*      GL_TEXTURE_MAG_FILTER */
/*      GL_TEXTURE_MIN_FILTER */
/*      GL_TEXTURE_WRAP_S */
/*      GL_TEXTURE_WRAP_T */

#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3

/* HintMode */
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102

/* HintTarget */
#define GL_GENERATE_MIPMAP_HINT 0x8192

/* DataType */
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_FIXED 0x140C

/* PixelFormat */
#define GL_DEPTH_COMPONENT 0x1902
#define GL_ALPHA 0x1906
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A

/* PixelType */
/*      GL_UNSIGNED_BYTE */
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_5_6_5 0x8363

/* Shaders */
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
#define GL_MAX_VARYING_VECTORS 0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
#define GL_SHADER_TYPE 0x8B4F
#define GL_DELETE_STATUS 0x8B80
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D

/* StencilFunction */
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207

/* StencilOp */
/*      GL_ZERO */
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_INVERT 0x150A
#define GL_INCR_WRAP 0x8507
#define GL_DECR_WRAP 0x8508

/* StringName */
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03

/* TextureMagFilter */
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601

/* TextureMinFilter */
/*      GL_NEAREST */
/*      GL_LINEAR */
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_LINEAR 0x2703

/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803

/* TextureTarget */
/*      GL_TEXTURE_2D */
#define GL_TEXTURE 0x1702

#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C

/* TextureUnit */
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE1 0x84C1
#define GL_TEXTURE2 0x84C2
#define GL_TEXTURE3 0x84C3
#define GL_TEXTURE4 0x84C4
#define GL_TEXTURE5 0x84C5
#define GL_TEXTURE6 0x84C6
#define GL_TEXTURE7 0x84C7
#define GL_TEXTURE8 0x84C8
#define GL_TEXTURE9 0x84C9
#define GL_TEXTURE10 0x84CA
#define GL_TEXTURE11 0x84CB
#define GL_TEXTURE12 0x84CC
#define GL_TEXTURE13 0x84CD
#define GL_TEXTURE14 0x84CE
#define GL_TEXTURE15 0x84CF
#define GL_TEXTURE16 0x84D0
#define GL_TEXTURE17 0x84D1
#define GL_TEXTURE18 0x84D2
#define GL_TEXTURE19 0x84D3
#define GL_TEXTURE20 0x84D4
#define GL_TEXTURE21 0x84D5
#define GL_TEXTURE22 0x84D6
#define GL_TEXTURE23 0x84D7
#define GL_TEXTURE24 0x84D8
#define GL_TEXTURE25 0x84D9
#define GL_TEXTURE26 0x84DA
#define GL_TEXTURE27 0x84DB
#define GL_TEXTURE28 0x84DC
#define GL_TEXTURE29 0x84DD
#define GL_TEXTURE30 0x84DE
#define GL_TEXTURE31 0x84DF
#define GL_ACTIVE_TEXTURE 0x84E0

/* TextureWrapMode */
#define GL_REPEAT 0x2901
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MIRRORED_REPEAT 0x8370

/* Uniform Types */
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_CUBE 0x8B60

/* Vertex Arrays */
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F

/* Read Format */
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B

/* Shader Source */
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_SHADER_COMPILER 0x8DFA

/* Shader Binary */
#define GL_SHADER_BINARY_FORMATS 0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9

/* Shader Precision-Specified Types */
#define GL_LOW_FLOAT 0x8DF0
#define GL_MEDIUM_FLOAT 0x8DF1
#define GL_HIGH_FLOAT 0x8DF2
#define GL_LOW_INT 0x8DF3
#define GL_MEDIUM_INT 0x8DF4
#define GL_HIGH_INT 0x8DF5

/* Framebuffer Object. */
#define GL_FRAMEBUFFER 0x8D40
#define GL_RENDERBUFFER 0x8D41

#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGB565 0x8D62
#define GL_DEPTH_COMPONENT16 0x81A5
#define GL_STENCIL_INDEX 0x1901
#define GL_STENCIL_INDEX8 0x8D48

#define GL_RENDERBUFFER_WIDTH 0x8D42
#define GL_RENDERBUFFER_HEIGHT 0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55

#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3

#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20

#define GL_NONE 0

#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD

#define GL_FRAMEBUFFER_BINDING 0x8CA6
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8

#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506

/*-------------------------------------------------------------------------
 * GL core functions.
 *-----------------------------------------------------------------------*/

GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture);
GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index,
                                                 const GLchar *name);
GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer);
GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target,
                                              GLuint framebuffer);
GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target,
                                               GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture);
GL_APICALL void GL_APIENTRY glBlendColor(GLclampf red, GLclampf green,
                                         GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode);
GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB,
                                                    GLenum modeAlpha);
GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor);
GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
                                                GLenum srcAlpha,
                                                GLenum dstAlpha);
GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size,
                                         const GLvoid *data, GLenum usage);
GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset,
                                            GLsizeiptr size,
                                            const GLvoid *data);
GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target);
GL_APICALL void GL_APIENTRY glClear(GLbitfield mask);
GL_APICALL void GL_APIENTRY glClearColor(GLclampf red, GLclampf green,
                                         GLclampf blue, GLclampf alpha);
GL_APICALL void GL_APIENTRY glClearDepthf(GLclampf depth);
GL_APICALL void GL_APIENTRY glClearStencil(GLint s);
GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green,
                                        GLboolean blue, GLboolean alpha);
GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader);
GL_APICALL void GL_APIENTRY glCompressedTexImage2D(
    GLenum target, GLint level, GLenum internalformat, GLsizei width,
    GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(
    GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
    GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level,
                                             GLenum internalformat, GLint x,
                                             GLint y, GLsizei width,
                                             GLsizei height, GLint border);
GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level,
                                                GLint xoffset, GLint yoffset,
                                                GLint x, GLint y, GLsizei width,
                                                GLsizei height);
GL_APICALL GLuint GL_APIENTRY glCreateProgram(void);
GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type);
GL_APICALL void GL_APIENTRY glCullFace(GLenum mode);
GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint *buffers);
GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n,
                                                 const GLuint *framebuffers);
GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program);
GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n,
                                                  const GLuint *renderbuffers);
GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader);
GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures);
GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func);
GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag);
GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar);
GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader);
GL_APICALL void GL_APIENTRY glDisable(GLenum cap);
GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index);
GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first,
                                         GLsizei count);
GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count,
                                           GLenum type, const GLvoid *indices);
GL_APICALL void GL_APIENTRY glEnable(GLenum cap);
GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index);
GL_APICALL void GL_APIENTRY glFinish(void);
GL_APICALL void GL_APIENTRY glFlush(void);
GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target,
                                                      GLenum attachment,
                                                      GLenum renderbuffertarget,
                                                      GLuint renderbuffer);
GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target,
                                                   GLenum attachment,
                                                   GLenum textarget,
                                                   GLuint texture, GLint level);
GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode);
GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint *buffers);
GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target);
GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint *framebuffers);
GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n,
                                               GLuint *renderbuffers);
GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint *textures);
GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index,
                                              GLsizei bufsize, GLsizei *length,
                                              GLint *size, GLenum *type,
                                              GLchar *name);
GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index,
                                               GLsizei bufsize, GLsizei *length,
                                               GLint *size, GLenum *type,
                                               GLchar *name);
GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program,
                                                 GLsizei maxcount,
                                                 GLsizei *count,
                                                 GLuint *shaders);
GL_APICALL int GL_APIENTRY glGetAttribLocation(GLuint program,
                                               const GLchar *name);
GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean *params);
GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname,
                                                   GLint *params);
GL_APICALL GLenum GL_APIENTRY glGetError(void);
GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat *params);
GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(
    GLenum target, GLenum attachment, GLenum pname, GLint *params);
GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint *params);
GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname,
                                           GLint *params);
GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize,
                                                GLsizei *length,
                                                GLchar *infolog);
GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target,
                                                         GLenum pname,
                                                         GLint *params);
GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname,
                                          GLint *params);
GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufsize,
                                               GLsizei *length,
                                               GLchar *infolog);
GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype,
                                                       GLenum precisiontype,
                                                       GLint *range,
                                                       GLint *precision);
GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufsize,
                                              GLsizei *length, GLchar *source);
GL_APICALL const GLubyte *GL_APIENTRY glGetString(GLenum name);
GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname,
                                                GLfloat *params);
GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname,
                                                GLint *params);
GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location,
                                           GLfloat *params);
GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location,
                                           GLint *params);
GL_APICALL int GL_APIENTRY glGetUniformLocation(GLuint program,
                                                const GLchar *name);
GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname,
                                                GLfloat *params);
GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname,
                                                GLint *params);
GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index,
                                                      GLenum pname,
                                                      GLvoid **pointer);
GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode);
GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer);
GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap);
GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer);
GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program);
GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer);
GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader);
GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture);
GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width);
GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program);
GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param);
GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units);
GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width,
                                         GLsizei height, GLenum format,
                                         GLenum type, GLvoid *pixels);
GL_APICALL void GL_APIENTRY glReleaseShaderCompiler(void);
GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target,
                                                  GLenum internalformat,
                                                  GLsizei width,
                                                  GLsizei height);
GL_APICALL void GL_APIENTRY glSampleCoverage(GLclampf value, GLboolean invert);
GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width,
                                      GLsizei height);
GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei n, const GLuint *shaders,
                                           GLenum binaryformat,
                                           const GLvoid *binary,
                                           GLsizei length);
GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count,
                                           const GLchar **string,
                                           const GLint *length);
GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func,
                                                  GLint ref, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask);
GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask);
GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail,
                                        GLenum zpass);
GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum fail,
                                                GLenum zfail, GLenum zpass);
GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level,
                                         GLint internalformat, GLsizei width,
                                         GLsizei height, GLint border,
                                         GLenum format, GLenum type,
                                         const GLvoid *pixels);
GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname,
                                            GLfloat param);
GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname,
                                             const GLfloat *params);
GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname,
                                            GLint param);
GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname,
                                             const GLint *params);
GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level,
                                            GLint xoffset, GLint yoffset,
                                            GLsizei width, GLsizei height,
                                            GLenum format, GLenum type,
                                            const GLvoid *pixels);
GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat x);
GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count,
                                         const GLfloat *v);
GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint x);
GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count,
                                         const GLint *v);
GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count,
                                         const GLfloat *v);
GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y);
GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count,
                                         const GLint *v);
GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y,
                                        GLfloat z);
GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count,
                                         const GLfloat *v);
GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint x, GLint y,
                                        GLint z);
GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count,
                                         const GLint *v);
GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat x, GLfloat y,
                                        GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count,
                                         const GLfloat *v);
GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint x, GLint y,
                                        GLint z, GLint w);
GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count,
                                         const GLint *v);
GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count,
                                               GLboolean transpose,
                                               const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count,
                                               GLboolean transpose,
                                               const GLfloat *value);
GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count,
                                               GLboolean transpose,
                                               const GLfloat *value);
GL_APICALL void GL_APIENTRY glUseProgram(GLuint program);
GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program);
GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint indx, GLfloat x);
GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint indx,
                                              const GLfloat *values);
GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint indx,
                                              const GLfloat *values);
GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y,
                                             GLfloat z);
GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint indx,
                                              const GLfloat *values);
GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y,
                                             GLfloat z, GLfloat w);
GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint indx,
                                              const GLfloat *values);
GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint indx, GLint size,
                                                  GLenum type,
                                                  GLboolean normalized,
                                                  GLsizei stride,
                                                  const GLvoid *ptr);
GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width,
                                       GLsizei height);

#ifdef __cplusplus
}
#endif

#endif /* __gl2_h_ */
